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*Used for leading combos into knockdown, low profiling oncoming attacks, frame traps, and as a low hit in pressure and okizeme. | *Used for leading combos into knockdown, low profiling oncoming attacks, frame traps, and as a low hit in pressure and okizeme. | ||
*Hits low, knockdown on hit, | *Hits low, knockdown on hit, combos into Gun Flame on Counter Hit. | ||
*Low profile from frames 4-20 [3-12]. | *Low profile from frames 4-20 [3-12]. | ||
2D is a powerful normal, boasting an exceptional combination of speed, reach, evasive properties, and rewards on hit. Its low profile ability makes it useful for countering pokes that don't reach the floor. On Counter Hit, it will combo into Gun Flame for high damage, Tension-free combos. On normal hit it leads to multiple combo options depending on range and resources. Ground hits will frequently lead into 2D for a knockdown combo. It is a strong frame trap option as well since it can low profile many fast pokes. 2D is commonly the last normal used in a blockstring, and must be cancelled to specials in order to apply any further pressure. It is useful as an empty jump low option for okizeme since it can easily outrange throws. | 2D is a powerful normal, boasting an exceptional combination of speed, reach, evasive properties, and rewards on hit. Its low profile ability makes it useful for countering pokes that don't reach the floor. On Counter Hit, it will combo into Gun Flame for high damage, Tension-free combos. On normal hit it leads to multiple combo options depending on range and resources. Ground hits will frequently lead into 2D for a knockdown combo. It is a strong frame trap option as well since it can low profile many fast pokes. 2D is commonly the last normal used in a blockstring, and must be cancelled to specials in order to apply any further pressure. It is useful as an empty jump low option for okizeme since it can easily outrange throws. | ||
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*Partial charge version causes horizontal blowback on hit, wall sticks in corner. | *Partial charge version causes horizontal blowback on hit, wall sticks in corner. | ||
*Max charge version (and partial charge on Counter Hit) crumples on ground hit, | *Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit. | ||
*Steals a small amount of Burst Gauge on hit. | *Steals a small amount of Burst Gauge on hit. | ||
*Proration: 55% (partial charge only) | *Proration: 55% (partial charge only) | ||
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*Used for controlling space, pressuring, okizeme, and combos. | *Used for controlling space, pressuring, okizeme, and combos. | ||
* | *Launches on hit, Counter Hit is untechable. | ||
*Sol is in Counter Hit state for entire duration. | *Sol is in Counter Hit state for entire duration. | ||
*Attack power and level change with each set of 9 active frames. | *Attack power and level change with each set of 9 active frames. |
Revision as of 05:37, 26 May 2016
Sol Badguy |
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Defense Modifier: x1.00 Guts Rating: 1 Stun Resistance: 60 Jump Startup: 3F Backdash Time 16F / Invul: 1-8F
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Overview
The titular "Guilty Gear" and protagonist of the Guilty Gear series, Sol Badguy is a battle-hardened bounty hunter with a sordid past. He travels with his protege Sin Kiske, claiming bounties to make a living. Sol’s real objective, however, remains unchanged: To destroy all vagrant Gears and enact his revenge on "That Man", a mysterious individual from Sol’s past. Presently, the world faces another Merciless Apocalypse. Entities carrying the name "Valentine" have emerged once again, and Sol must confront the remnants of his past once more. With his services now under the temporary hire of his long-time rival and Sin’s father, Ky Kiske, Sol takes Sin, and with his modified weapon "Junkyard Dog Mk3", answers the call to battle.
Sol is a well-rounded, yet very rushdown-focused character. He has a tool for every situation, some tools better than others, but his primary goal is to get up close and personal, as his close-range options are where Sol is at his scariest. Fortunately, Sol can do this with the help of Gun Flame, a projectile that can be used to cover Sol’s approach when Roman Cancelled. When up close, Sol has some powerful buttons. 5K and 2D are among the best normals in the game, a 3 frame poke that can be used as a 5 frame anti-air and a fast, low profile sweep, respectively. While lacking a strong, standing overhead, much of Sol’s close-range mix-up comes from his command throw, Bukkirabou ni Nageru, and the fear of getting caught in his command throw opening the opponent up to frame traps. Speaking of fear, Sol possesses the best invincible reversal in the game, Volcanic Viper, a powerful tool which forces the opponent to consider the safety of their offense. Of course, this isn’t to say that his mid-range game is absent. Other moves such as f.S and 5HS possess a great deal of range, and Fafnir is probably the scariest of them all, a massively vicious, flaming strike that sends the opponent tumbling away on hit and is even plus on block. When the opponent is forced into the corner, that’s when the real fun starts. Sol can deal large amounts of damage near the corner by utilizing his infamous D-Loop (more popularly known as the Dustloop) in combination with Fafnir, and thanks to Kudakero - an air-to-ground dive kick, Sol can take his air combos back to the ground and then end them with an extra advantageous knockdown. With that knockdown, he can set up powerful okizeme using a combination of safe jumps and Yellow Roman Cancelled Gun Flames, and bully his way to victory.
Strengths
- Has many strong normals and specials for nearly any situation.
- Excels at close range with strong normals coupled with his command grab, Bukkirabou ni Nageru (aka Wild Throw).
- Excellent ability to convert nearly any hit into knockdown. Good starters lead to high damage combos at no Tension cost.
- Has undoubtedly the strongest invulnerable reversal in the game, Volcanic Viper, for use in multiple situations.
- Makes very good use of both Yellow and Red Roman Cancels.
- High stun damage. Can easily guarantee dizzy out of simple Counter Hit combos with a proceeding mixup.
Weaknesses
- Has difficulty dealing with strong zoning. Must sometimes take risks to break into his ideal, up-close attack range.
- Mix-up abilities are very basic. Landing good hits on offense requires strong reading and conditioning of opponents.
Normal Moves
- Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5HS
5HS |
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6P
6P |
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6HS
6HS |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2HS
2HS |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.HS
j.HS |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Attack
Blitz Attack |
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Special Moves
Gun Flame
Gun Flame 236P Normal |
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Gun Flame (Feint)
Gun Flame (Feint) 214P |
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Volcanic Viper
Volcanic Viper 623S/HS (air OK) Normal |
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Tataki Otoshi
Tataki Otoshi (translated as "Knockdown") During Volcanic Viper: 214K Normal |
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Bandit Revolver
Bandit Revolver 236K (air OK) Normal |
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Bandit Bringer
Bandit Bringer 236[K] Normal |
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Kudakero
Kudakero (translated as "Break") j.214K Normal |
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Bukkirabou ni Nageru
Bukkirabou ni Nageru (translated as "Wild Throw") 623K Normal |
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Riot Stamp
Riot Stamp 214K Normal |
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Grand Viper
Grand Viper (misromanised as "Ground Viper") 214S Normal |
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Fafnir
Fafnir 41236HS Normal |
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P.B.B.
P.B.B. During Dragon Install: j.623K |
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Overdrives
Tyrant Rave ver.β
Tyrant Rave ver.β 632146HS [632146D] Normal |
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Dragon Install
Dragon Install 214214HS (air OK) |
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Instant Kill
Branding Breach
Branding Breach During IK Mode: 236236HS |
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